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Additionally it would be possible to allow grain or other crops to be in that same space for grazing. With differing effects.
The main difference between the two practices would be "factory" farming is going to use less space for the same outputs but of course at the cost of feed.
I thought the goal was more belts, not less.
It makes the pasture more akin to the farm.
Chickens normally eat insects, one of the reasons they were domesticated in the first place. In this case the grass squares represent the range they have to forage in.
There's no season in the game so no necessity to produce hay.
I think the best thing is to keep it really, really, simple.
I'm not sure whether it's worth the complexity of having two types of pasture (the existing type, plus a free-range type), but if that did happen I think instead of being a 3x3 plopped structure (including the fence), this sort of pasture could consist of a smaller shed (1x1 or 1x2 maybe) and make use of the grassy area around it -- possibly with a dynamically-generated fence as more workers are assigned/buildings encroach on the farmland! The smaller footprint means it could be plopped on relatively uneven terrain and still use grass growing on nearby sloped tiles.
That could work in concert with regular farm tiles or automatic pasture grass.
The primary difference is that free range doesn't scale. All you can do is add (or remove) grass. I wouldn't change anything about how grass is done. Just have the normal farm radius where grass is effective for the pasture.
The present 'pasture' is really a farm factory. densely packed animals being engorged with grain. it's only limited by how much feed you can cram in.
designate one type a pasture and the other a feedlot.
If you want chickens to consistently produce eggs of any sort of quality you have to do more than just let them forage, just saying.
Ultimately, none of these ideas matter if in the end the extra options don't enhance the gameplay. As always take it all with a "grain" of salt.